PhysicsImpactSound
0x0077c830 · 104 bytes · __cdecl
_Z18PhysicsImpactSoundP11CBaseEntityP14IPhysicsObjectiiiff
Decompiled
undefined (7 params)
/* PhysicsImpactSound(CBaseEntity*, IPhysicsObject*, int, int, int, float, float) */
void PhysicsImpactSound(CBaseEntity *param_1,IPhysicsObject *param_2,int param_3,int param_4,
int param_5,float param_6,float param_7)
{
int iVar1;
if (*(int *)(param_1 + 0x30) == 0) {
iVar1 = 0;
}
else {
iVar1 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
}
physicssound::AddImpactSound
((soundlist_t *)(g_PhysicsHook + 4),param_1,iVar1,param_3,param_2,param_4,param_5,
param_6,param_7);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.